SC2: Content update (#5312)
Feature highlights: - Adds many content to the SC2 game - Allows custom mission order - Adds race-swapped missions for build missions (except Epilogue and NCO) - Allows War Council Nerfs (Protoss units can get pre - War Council State, alternative units get another custom nerf to match the power level of base units) - Revamps Predator's upgrade tree (never was considered strategically important) - Adds some units and upgrades - Locked and excluded items can specify quantity - Key mode (if opt-in, missions require keys to be unlocked on top of their regular regular requirements - Victory caches - Victory locations can grant multiple items to the multiworld instead of one - The generator is more resilient for generator failures as it validates logic for item excludes - Fixes the following issues: - https://github.com/ArchipelagoMW/Archipelago/issues/3531 - https://github.com/ArchipelagoMW/Archipelago/issues/3548
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@@ -19,7 +19,7 @@ class GameData:
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"""
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:param data:
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"""
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self.abilities: Dict[int, AbilityData] = {}
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self.abilities: Dict[int, AbilityData] = {a.ability_id: AbilityData(self, a) for a in data.abilities if a.available}
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self.units: Dict[int, UnitTypeData] = {u.unit_id: UnitTypeData(self, u) for u in data.units if u.available}
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self.upgrades: Dict[int, UpgradeData] = {u.upgrade_id: UpgradeData(self, u) for u in data.upgrades}
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# Cached UnitTypeIds so that conversion does not take long. This needs to be moved elsewhere if a new GameData object is created multiple times per game
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@@ -40,7 +40,7 @@ class AbilityData:
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self._proto = proto
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# What happens if we comment this out? Should this not be commented out? What is its purpose?
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assert self.id != 0
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# assert self.id != 0 # let the world burn
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def __repr__(self) -> str:
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return f"AbilityData(name={self._proto.button_name})"
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